Urban map series (released)

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Par3210
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Re: Urban map series

Post by Par3210 »

thank you, that helped a lot
No problem. Glad to help. :) If you need any more help just say and I'll see what I can do :wink:
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Re: Urban map series

Post by TK432 »

FragMe! wrote: Silly question, did you copy the ban.lvl to your map sides folder in the addon directory?
Is there any error with regards to the bantha if you run bfmodtools.exe
Yes I did and i also munged the side
Just ran the exe and how do i open errors or something like that? I just see the green box:
Hidden/Spoiler:
Image
Note: thats the location where the bantha should spawn
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Re: Urban map series

Post by Null_1138 »

A file could BFront2.log should appear in your Star Wars Battlefront 2 folder. There you can check for errors.
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TK432
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Re: Urban map series

Post by TK432 »

This is the only message about the bantha:

Code: Select all

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "tat_walk_bantha_rider"
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Re: Urban map series

Post by Par3210 »

that is either: A) you haven't added into the lua correctly, in the setup teams bit, or b) you haven't added it into the vehicle spawn in ZE correctly.
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Re: Urban map series

Post by TK432 »

Here's the lua:

Code: Select all

    ReadDataFile("SIDE\\ban.lvl",
                "tat_walk_bantha_rider",
                "tat_walk_dewback_rider")
also tried dc:SIDE
doesn't work eighter

EDIT: Just changed the sky on the plattforms, how do you like it?
Hidden/Spoiler:
ImageImage
I thought red would fit to the clone legion
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Re: Urban map series

Post by Darth_Spiderpig »

The map looks great with the red light, good work dude :thumbs: :yes:
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Re: Urban map series

Post by Nova Hawk »

I like the sky a whole lot better. Nice work! :thumbs:
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Re: Urban map series

Post by TK432 »

Just added Plattfroms for flyers, here they are:
Hidden/Spoiler:
REPImage
CISImage
Also adding some more plattforms around the city on that you can't walk
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Re: Urban map series

Post by Par3210 »

i really like the new sky, great work. :)
EDIT: Post your whole lua and I will help
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Re: Urban map series

Post by TK432 »

Par3210 wrote:Post your whole lua and I will help
Here's it :-)
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight (50)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\tat.lvl;tat2cw")

ReadDataFile("SIDE\\BFX\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

ReadDataFile("SIDE\\BFX\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep2_sniper",
"rep_inf_covert_ops",
"rep_inf_commando",
"rep_inf_ep2_commander",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_luminara")

ReadDataFile("SIDE\\BFX\\212.lvl",
"rep_inf_212_rifleman",
"rep_inf_212_rocketeer",
"rep_inf_212_engineer",
"rep_inf_212_sniper",
"rep_inf_212_officer",
"rep_inf_212_jettrooper",
"rep_inf_212_commander")

ReadDataFile("SIDE\\BFX\\shk.lvl",
"rep_inf_commando_alt")

ReadDataFile("SIDE\\rep.lvl",
"rep_fly_gunship")

ReadDataFile("SIDE\\BFX\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_inf_recon_alt",
"cis_inf_magnaguard",
"cis_inf_commander",
"cis_hover_aat",
"cis_hero_grievous")

ReadDataFile("SIDE\\ban.lvl",
"tat_walk_bantha_rider",
"tat_walk_dewback_rider")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

---[[ Locals
ReadDataFile("SIDE\\BFX\\gam.lvl",
"gam_inf_weequay",
"gam_inf_gamorreanguard")
ReadDataFile("SIDE\\BFX\\cis.lvl",
"cis_hero_jangofett",
"cis_hero_zam",
"cis_hero_durge")
ReadDataFile("SIDE\\BFX\\imp.lvl",
"imp_hero_ig88")
ReadDataFile("dc:SIDE\\des.lvl",
"tat_inf_jawa")
SetTeamName(3, "locals")
AddUnitClass(3, "gam_inf_gamorreanguard",3)
AddUnitClass(3, "gam_inf_weequay",3)
AddUnitClass(3, "cis_hero_jangofett",1)
AddUnitClass(3, "cis_hero_zam",1)
AddUnitClass(3, "cis_hero_durge",1)
AddUnitClass(3, "imp_hero_ig88",3)
AddUnitClass(3, "tat_inf_jawa", 5)
SetUnitCount(3, 16)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
SetTeamAsEnemy(ATT, 3)
SetTeamAsEnemy(DEF, 3)
AddAIGoal(3,"Deathmatch",100)
--]]

SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 350,
soldier = { "rep_inf_ep3_rifleman",20, 40},
assault = { "rep_inf_ep3_rocketeer",2,5},
engineer = { "rep_inf_ep3_engineer",2,5},
sniper = { "rep_inf_212_sniper",2,5},
officer = {"rep_inf_ep3_officer",1,4},
special = { "rep_inf_ep3_jettrooper",1,4},

},
cis = {
team = CIS,
units = 32,
reinforcements = 350,
soldier = { "cis_inf_rifleman",20, 40},
assault = { "cis_inf_rocketeer",2,5},
engineer = { "cis_inf_engineer",2,5},
sniper = { "cis_inf_sniper",2,5},
officer = {"cis_inf_officer",1,4},
special = { "cis_inf_droideka",1.4},
}
}

AddUnitClass(REP, "rep_inf_covert_ops",1,2)
AddUnitClass(REP, "rep_inf_commando_alt",1,2)
AddUnitClass(REP, "rep_inf_212_commander",0,1)
AddUnitClass(CIS, "cis_inf_recon_alt",1,2)
AddUnitClass(CIS, "cis_inf_magnaguard",1,2)
AddUnitClass(CIS, "cis_inf_commander",0,1)

SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(REP, "rep_hero_luminara")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 2) -- 1x2 (1 pair of legs)
AddWalkerType(2, 2) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:ACT\\ACT.lvl", "ACT_conquest")
ReadDataFile("dc:ACT\\ACT.lvl", "ACT_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

[/code]
FragMe!
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Re: Urban map series

Post by FragMe! »

If the ban.lvl is in your maps folder in the addon then you need to have the dc: part in your luas.
And to reiterate Par3210's question is it added to the vehicle spawn correctly in ZE?
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Re: Urban map series

Post by Par3210 »

you need to add dc: to your bantha part of your lua, like so;
---BEFORE---
Hidden/Spoiler:
ReadDataFile("SIDE\\ban.lvl",
"tat_walk_bantha_rider",
"tat_walk_dewback_rider")
---AFTER---
Hidden/Spoiler:
ReadDataFile("dc:SIDE\\ban.lvl",
"tat_walk_bantha_rider",
"tat_walk_dewback_rider")
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TK432
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Re: Urban map series

Post by TK432 »

TK432 wrote: also tried dc:SIDE
doesn't work eighter
Thanks Frag and Par, got the dewback working

For the dewback it was a spelling misstake in the ZE.
Trying to find bantha now...

i just copied the dewbak vehicle_spawn to the bantha one and changed the name, but it still doesn't work

here's where i put it in:
Hidden/Spoiler:
Image
Error log says nothing about the bantha

EDIT: Just checked if they work as npcs and they do :?
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Re: Urban map series

Post by Nova Hawk »

As in answer to your poll, I would like to see one last map added to this and the planet to be selected would be Alderaan. That planet has not been done that many times and I would like to see what you can do with it.

Some other urban maps could be:
Corellia
Coruscant
Kashyyyk (?)
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Re: Urban map series

Post by Par3210 »

TK432 wrote:
TK432 wrote: also tried dc:SIDE
doesn't work eighter
Thanks Frag and Par, got the dewback working

For the dewback it was a spelling misstake in the ZE.
Trying to find bantha now...

i just copied the dewbak vehicle_spawn to the bantha one and changed the name, but it still doesn't work

here's where i put it in:
Hidden/Spoiler:
Image
Error log says nothing about the bantha

EDIT: Just checked if they work as npcs and they do :?
Don't know this one. If it didn't work maybe try to put it in another box. Are you putting it so the locals can use it, or teh teams?
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Re: Urban map series

Post by TK432 »

Par3210 wrote:Are you putting it so the locals can use it, or teh teams?
it would be nice if everyone would use it.
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Re: Urban map series

Post by Par3210 »

then try putting it in a different box.
Image
Try putting it in locDEF and locATK unless you want it for both sides which you will need to put it in whatever mode you are doing. For instance, if you're putting it in the clone wars era, type in the vehicle spawn into classrepATK and classrepDEF, then classcisATK and classcisDEF.
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Re: Urban map series

Post by TK432 »

Par3210 wrote: Try putting it in locDEF and locATK unless you want it for both sides which you will need to put it in whatever mode you are doing. For instance, if you're putting it in the clone wars era, type in the vehicle spawn into classrepATK and classrepDEF, then classcisATK and classcisDEF.
Nope didn't work too

EDIT: I made the sky on Rhen Var a bit darker, is it better now?
Hidden/Spoiler:
Image
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Re: Urban map series (WIP)

Post by Null_1138 »

Both skies look excellent. Good work :) .
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